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<blockquote data-quote="Set" data-source="post: 5474589" data-attributes="member: 41584"><p>This is beginning to feel a little bit GURPS-y, with the notion that not anyone who fits the minimum requirements of casting stat 10+ can be a spellcaster, and skill rolls / failure chances for spells, and individual spells requiring specialized training and not just showing up in a lump and automatically being as easy as every other spell known.</p><p> </p><p>I don't mind that sort of thing, being a big fan of how GURPS handled their magic system, with basically a 'feat' to buy into it, and extra feats blown to be better at it (increasing levels of Magical Aptitude), and each spell being it's own skill, so that a mage might be really good at fireball, but, upon learning wall of fire, he's not quite so good at it, yet.</p><p> </p><p>It's a pretty huge step away from D&D's traditional spellcasting (although very similar to what Elements of Magic does, with feats to 'buy in' and individual spells, or even more closely aligned with Green Ronin's Complete Psychic, which has each psionic ability purchased as an actual skill available only to those Psychics who have purchased the prerequisite feats).</p><p> </p><p>The Complete Psychic system seems the easiest starting point to strip away the names and replace them with feats (Abjuration access, etc) some coming free with spellcasting class levels, others purchased normally, and then individual spells purchased as skills, with the spelllcasting classes having a pool of skill points only available for spell skills.</p><p> </p><p>At the end of the day, the feat + skill magic system would look like a frankenstein bastard love-child of D&D, GURPS, Ars Magica, Elements of Magic, Complete Psychic and Mage: the Ascension, I suspect.</p></blockquote><p></p>
[QUOTE="Set, post: 5474589, member: 41584"] This is beginning to feel a little bit GURPS-y, with the notion that not anyone who fits the minimum requirements of casting stat 10+ can be a spellcaster, and skill rolls / failure chances for spells, and individual spells requiring specialized training and not just showing up in a lump and automatically being as easy as every other spell known. I don't mind that sort of thing, being a big fan of how GURPS handled their magic system, with basically a 'feat' to buy into it, and extra feats blown to be better at it (increasing levels of Magical Aptitude), and each spell being it's own skill, so that a mage might be really good at fireball, but, upon learning wall of fire, he's not quite so good at it, yet. It's a pretty huge step away from D&D's traditional spellcasting (although very similar to what Elements of Magic does, with feats to 'buy in' and individual spells, or even more closely aligned with Green Ronin's Complete Psychic, which has each psionic ability purchased as an actual skill available only to those Psychics who have purchased the prerequisite feats). The Complete Psychic system seems the easiest starting point to strip away the names and replace them with feats (Abjuration access, etc) some coming free with spellcasting class levels, others purchased normally, and then individual spells purchased as skills, with the spelllcasting classes having a pool of skill points only available for spell skills. At the end of the day, the feat + skill magic system would look like a frankenstein bastard love-child of D&D, GURPS, Ars Magica, Elements of Magic, Complete Psychic and Mage: the Ascension, I suspect. [/QUOTE]
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